LethalDoom MK1.9 [updated 5/17/17]
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Crudux Cruo
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Re: LethalDoom MK1 [release]
By the way in case everybody was not aware the pistols the M4 the M60 all have zoom functions. This makes it easier to aim at a distance and provides an accuracy boost. I'm going to release a full-fledged manual on the next release so that everybody knows what everything does.
So did downloading the new gzdoom Deb build solve the M4 issue? If this is still floating around I want to get this fixed ASAP so you guys can play test it more, so I can polish up the stuff and add more cool features quicker
So did downloading the new gzdoom Deb build solve the M4 issue? If this is still floating around I want to get this fixed ASAP so you guys can play test it more, so I can polish up the stuff and add more cool features quicker
Re: LethalDoom MK1 [release]
It already is a seperate actor right now. I'm saying it should be part of the pistol, rather than something completely seperate. Right now, if I wanted to stealth around, every single time I'd switch weapons, and then need to switch back, I'd have to go through the lengthy screwing/unscrewing animations each time.Crudux Cruo wrote:2.) i don't want to make a seperate actor at this time; its too much hassle for too little benefit. as to the silencer animation, i may tweak it and make it slightly faster if more people feel that way, but it is MEANT to be inconvenient, and just a little slow, to show off the animations and to be cool. also, CS:GO takes about the same amount of time, sorta where i got the idea from. oh and ICD-SE, which also has the silenced pistol and a screw/unscrew phase (and its on keypad 0)
The animation is fine and cool, that's not the problem. The problem is that the silenced pistol makes you do it every single time, even if you didn't want it off when you finished using it. A toggle mode for the pistol is sorely needed, it's one of the two things I'm absolutely adamant about.
The problem is that it has both Fire and Altfire doing the exact same thing uselessly, and then for some bizarre reason, Reload is used to get out of the scope. That's so much bad design. Having the rifle be cumbersome and difficult to use is totally a good idea, but having both those buttons do the same things is just wrong.Crudux Cruo wrote:6.) the sniper rifle (see previous response) is not going to change for the time being. it does take practice to use, but thats part of the point: its a specialist weapon you use from afar to snipe off enemies.
Mmm, looking at the M4 code(aaaaaa it burns why) I can't really see what'd cause the rifle to do what it does. It's really weird, it's all logically sound. It's like the M4MAG doesn't exist, but it's just below the gun code.
I'm pretty stumped looking at that, sorry.
- wildweasel
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Re: LethalDoom MK1 [release]
I gave this a quick spin and there are some pretty glaring issues with it. I imagine most of these aren't likely to be easy fixes (without a lot of patience, anyway) but you could bear them in mind on your next mod.
-- Weapon recoil is very jerky. Moving the screen a little bit with A_SetPitch/A_SetAngle is fine, but the amount of recoil you've added to the shotgun and assault rifle seems really excessive to do in a single tic. Do your recoil in several small one-tic steps, and have at least a few tics where the pitch is going back down afterwards, so the player's aim isn't massively thrown off. (Some players argue that the recoil effect should return back to the original pitch, which involves careful counting of exactly how many degrees you've kicked it, and how many should be taken back. Personally, I don't feel this is as necessary, but there are players that - for some reason - don't play with mouse look enabled, and they're likely to complain if you don't.)
-- Yeah, honestly, the shell casings' gravity is a little too low. You could turn it up some, then increase the velocity at which the shells are being ejected, to maintain the same arc.
-- I'm with Yholl, please make the silencer as a toggled mode on the pistol. You can easily use one of the Weapon Action keys (the WRF_ALLOWUSER# flags in A_WeaponReady) as a "change weapon mode" key, or in my opinion, ditch the aim-down-sight function, because it doesn't really affect the pistol very much, and repurpose the Zoom key for the silencer.
-- On the note of aim-down-sight: with the fullscreen HUD, the pistol aim sprites are detached from the bottom of the screen.
-- There's a pretty serious scale discrepancy with the M60; it feels much smaller when aiming than it does in normal view.
-- I feel like most of the animations are really jerky, especially the knife swing. Don't be shy with Offsets. With practice and careful pixel-counting (or use of Danimator), you can make some exceptionally smooth animations without needing to make new graphics and waste file size.
-- Weapon recoil is very jerky. Moving the screen a little bit with A_SetPitch/A_SetAngle is fine, but the amount of recoil you've added to the shotgun and assault rifle seems really excessive to do in a single tic. Do your recoil in several small one-tic steps, and have at least a few tics where the pitch is going back down afterwards, so the player's aim isn't massively thrown off. (Some players argue that the recoil effect should return back to the original pitch, which involves careful counting of exactly how many degrees you've kicked it, and how many should be taken back. Personally, I don't feel this is as necessary, but there are players that - for some reason - don't play with mouse look enabled, and they're likely to complain if you don't.)
-- Yeah, honestly, the shell casings' gravity is a little too low. You could turn it up some, then increase the velocity at which the shells are being ejected, to maintain the same arc.
-- I'm with Yholl, please make the silencer as a toggled mode on the pistol. You can easily use one of the Weapon Action keys (the WRF_ALLOWUSER# flags in A_WeaponReady) as a "change weapon mode" key, or in my opinion, ditch the aim-down-sight function, because it doesn't really affect the pistol very much, and repurpose the Zoom key for the silencer.
-- On the note of aim-down-sight: with the fullscreen HUD, the pistol aim sprites are detached from the bottom of the screen.
-- There's a pretty serious scale discrepancy with the M60; it feels much smaller when aiming than it does in normal view.
-- I feel like most of the animations are really jerky, especially the knife swing. Don't be shy with Offsets. With practice and careful pixel-counting (or use of Danimator), you can make some exceptionally smooth animations without needing to make new graphics and waste file size.
Add a dummy inventory item called [gun]Fired (replace [gun] with the gun's name in this case), that is given when the shot is fired, checked when the pump animation happens, then taken away after it's done. That way, empty guns don't magically have extra casings in them, and you can reload a few times in succession without it spewing duplicates.Crudux Cruo wrote:the sniper and the shotgun spit out a shell when chambering for the first time... i know its unrealistic, but there's no way in decorate to do a first time check when chambering. oh well.
For what it's worth, the GZDoom dev build from November 9th does not exhibit that problem.Yholl wrote:Mmm, looking at the M4 code(aaaaaa it burns why) I can't really see what'd cause the rifle to do what it does. It's really weird, it's all logically sound. It's like the M4MAG doesn't exist, but it's just below the gun code.
I'm pretty stumped looking at that, sorry.
- Captain J
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Re: LethalDoom MK1 [release]
In GZDOOM g2.3pre-306-gd36993a, i can shoot M4 just fine. So updating gzdoom is a must to solve this problem, i guess.
Anyway, it's really interesting, amazing and yet, lethal doom mod i ever played. Nice work on this mod! But, like others, i've got some gripes to talk about;
Anyway, it's really interesting, amazing and yet, lethal doom mod i ever played. Nice work on this mod! But, like others, i've got some gripes to talk about;
Spoiler: woop woop here they goesSo that's about it, it's really good mod to play with. Oh, also i voted a little. Because some of the weapons are bit overpowered. Like double barrel shotgun, M60 and Grenade launcher.
- Crudux Cruo
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Re: LethalDoom MK1 [release]
Well guys, shoot... looks like i have some work to do 
BTW, the update list shows currently planned updates and progress, so if i don't mention it here, its probably there. i did some new grenade flames and stuff, and squashed some minor dummy code mistakes. oh and i tweaked casing gravity to a much more believable level, although they still are a little floaty.
general stuff:
grenade launcher bug is squashed - didnt have an ammo check on reload mode/
Shotgun bug is squashed - it didn't have a ammo check on the fire mode.
shell gravity has been made a lot less moon like.
i will have to make a new aim sprite for the m60, i've never been happy with it, but its gonna have to change. its a little less important on my to do list.
the pistol sprites are a little too short for my taste, and lowering them looked odd to me. something i'll fix, but later, because it will involve sprite reworking.
danimator didn't work out very well for me because the offsets were off, last time i tried. i might try that, because my efforts at manually entering each offset has been labourious. this too is on my to do later list.
shotgun sounds for the single and double fire shotgun is a good suggestion. might as well give it some more beefsauce.
http://3.bp.blogspot.com/-hcHO_-bBHQ4/U ... songun.gif this image sorta shows you that the hands are sorta big for the gun. Sawn offs arent as big as you might think... so i had to make the gun proportionally bigger as well to make it feel and look more powerful. I don't believe i'll be doing any modifications to the sprites, at least not soon.
grenade launcher does indeed need decals, thats a mistake.
brass i intentionally left out the drop sounds, simply from laziness. i'll get around to it when i can.
i left alot of dumb typos in, will fix, and i will be fixing some of the ammo levels. seems like there are too many grenades and lmg bullets.
recoil smoothness is something i was thinking about, but was unsure how exactly to fit it in there. one thing is for sure... i will be using the day of defeat, recoil to the ceiling system. if people are trying to play this
without mouselook, they're totally not who im appealing to. I'll be sure to toy around with this.
important stuff:
Pistol problem, quick kick help, and a link to a terrible mod i did
Also, i intend to halve grenade capacity, and spawns. it seems like there are too many grenades.
WHEW, thanks for the feedback people, i think that's enough work for the rest of the week! do feel free to make more suggestions and give more feedback, but for now im gonna eat whats on my plate. if you want to help, help me figure out this quick kick/ pistol switch thing, that will give this a huge quality of life improvement.

BTW, the update list shows currently planned updates and progress, so if i don't mention it here, its probably there. i did some new grenade flames and stuff, and squashed some minor dummy code mistakes. oh and i tweaked casing gravity to a much more believable level, although they still are a little floaty.
general stuff:
grenade launcher bug is squashed - didnt have an ammo check on reload mode/
Shotgun bug is squashed - it didn't have a ammo check on the fire mode.
shell gravity has been made a lot less moon like.
i will have to make a new aim sprite for the m60, i've never been happy with it, but its gonna have to change. its a little less important on my to do list.
the pistol sprites are a little too short for my taste, and lowering them looked odd to me. something i'll fix, but later, because it will involve sprite reworking.
danimator didn't work out very well for me because the offsets were off, last time i tried. i might try that, because my efforts at manually entering each offset has been labourious. this too is on my to do later list.
shotgun sounds for the single and double fire shotgun is a good suggestion. might as well give it some more beefsauce.
http://3.bp.blogspot.com/-hcHO_-bBHQ4/U ... songun.gif this image sorta shows you that the hands are sorta big for the gun. Sawn offs arent as big as you might think... so i had to make the gun proportionally bigger as well to make it feel and look more powerful. I don't believe i'll be doing any modifications to the sprites, at least not soon.
grenade launcher does indeed need decals, thats a mistake.
brass i intentionally left out the drop sounds, simply from laziness. i'll get around to it when i can.
i left alot of dumb typos in, will fix, and i will be fixing some of the ammo levels. seems like there are too many grenades and lmg bullets.
recoil smoothness is something i was thinking about, but was unsure how exactly to fit it in there. one thing is for sure... i will be using the day of defeat, recoil to the ceiling system. if people are trying to play this
without mouselook, they're totally not who im appealing to. I'll be sure to toy around with this.
important stuff:
Pistol problem, quick kick help, and a link to a terrible mod i did

Spoiler:Sniper rifle feedback thoughts and ideas
Spoiler:Does anyone think that this needs grenades? i really feel like a grenade would really help before you get the grenade launcher. Then again i'm playing heavily with brutal monsters and they're alot tougher than most other monster mods, except for perhaps colorful hell.
Also, i intend to halve grenade capacity, and spawns. it seems like there are too many grenades.
WHEW, thanks for the feedback people, i think that's enough work for the rest of the week! do feel free to make more suggestions and give more feedback, but for now im gonna eat whats on my plate. if you want to help, help me figure out this quick kick/ pistol switch thing, that will give this a huge quality of life improvement.
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Re: LethalDoom MK1 [release]
Gave it a go, it's not bad, but it could use some improvements to improve gameplay and feel, like the animations could be better for example.
the knife has too few frames, you can't just use offsets for everything, you're gonna have to frankensprite a lot, and a pistol's slide cycles way faster than that, by the way.
there's a bug on the m4, it doesn't fire even when I use idfa.
the shotguns feel responsive and powerful, but the graphics a bit disproportioned for the ssg.
the sniper is pretty satisfying too. I vote keep the zoom altfire, you shouldn't be close to enemies with a bolt action scoped rifle. adds diversity.
the m60 needs some form of animation with the chain of bullets.
and the grenade launcher is useful but the explosion could feel more realistic and random.
maybe instead of grenades you could have a complete inventory system, with medical items and other useful gadgets.
overall nice work! and the sounds are fitting, you could add some alternate behaviors to some of the enemies as well.
for the quick kick you can use one of the new keybinds (those weapon action 1 trough 4) and add those states to every weapon.
the knife has too few frames, you can't just use offsets for everything, you're gonna have to frankensprite a lot, and a pistol's slide cycles way faster than that, by the way.
there's a bug on the m4, it doesn't fire even when I use idfa.
the shotguns feel responsive and powerful, but the graphics a bit disproportioned for the ssg.
the sniper is pretty satisfying too. I vote keep the zoom altfire, you shouldn't be close to enemies with a bolt action scoped rifle. adds diversity.
the m60 needs some form of animation with the chain of bullets.
and the grenade launcher is useful but the explosion could feel more realistic and random.
maybe instead of grenades you could have a complete inventory system, with medical items and other useful gadgets.
overall nice work! and the sounds are fitting, you could add some alternate behaviors to some of the enemies as well.
for the quick kick you can use one of the new keybinds (those weapon action 1 trough 4) and add those states to every weapon.
- Crudux Cruo
- Posts: 1171
- Joined: Mon Apr 10, 2006 8:43 pm
- Location: California
Re: LethalDoom MK1 [release]
hi statisticalhourglass!StatisticalHourglass wrote:Gave it a go, it's not bad, but it could use some improvements to improve gameplay and feel, like the animations could be better for example.
the knife has too few frames, you can't just use offsets for everything, you're gonna have to frankensprite a lot, and a pistol's slide cycles way faster than that, by the way.
there's a bug on the m4, it doesn't fire even when I use idfa.
the shotguns feel responsive and powerful, but the graphics a bit disproportioned for the ssg.
the sniper is pretty satisfying too. I vote keep the zoom altfire, you shouldn't be close to enemies with a bolt action scoped rifle. adds diversity.
the m60 needs some form of animation with the chain of bullets.
and the grenade launcher is useful but the explosion could feel more realistic and random.
maybe instead of grenades you could have a complete inventory system, with medical items and other useful gadgets.
overall nice work! and the sounds are fitting, you could add some alternate behaviors to some of the enemies as well.
for the quick kick you can use one of the new keybinds (those weapon action 1 trough 4) and add those states to every weapon.
1.) animations are on my to do list, for later.
2.)later
3.)update your gzdoom/zdoom to the latest devbuild. this problem is due to old versions.
4.)please elaborate more
5.)there will be a zoom, but it will be the zoom key. there will be an off the hip firing as well.
6.)maybe later
7.)not sure what you mean/have in mind.
8.) actually, i wanted to add smoking and drinking in the game as usable inventory items.
9.) this is a weapon only mod, but i encourage you to try colorful hell, or brutal monsters (links in titlepage). i made this specifically to run with brutal monsters seemlessly.
10.) i have no clue how to call those states into the game though, but that might be helpful.
- wildweasel
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Re: LethalDoom MK1 [release]
[wiki]A_WeaponReady[/wiki](WRF_ALLOWUSER#)Crudux Cruo wrote:10.) i have no clue how to call those states into the game though, but that might be helpful.
- Crudux Cruo
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Re: LethalDoom MK1 [release]
OH HO! the game is afoot! Also i added casing sounds guys. i cut them from real sound clips and they sound legit.
- Crudux Cruo
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Re: LethalDoom MK1 [release]
Oh and one other thing, I'm sure I'm going to add hand grenades to a weapon function key. They'll take one grenade, and it will not do nearly as much damage. The only thing I'm undecided about is whether to do just a toned down grenade launcher explosion, or a fragmentation grenade that shoots out fragments, and has a smaller explosion.
The reason I'm conflicted is that a high explosive incendiary grenade would shoot out flames, which one of the major points of the grenade launcher is crowd control. The explosion and grenade impact do a fair amount of damage, but most of the damage is by the flameballs that shoot out and spit out flames.
A frag grenade would be easier, and probably have a better balance, but it will never be as cool as that, and almost be a waste of a grenade.
Most likely I'm going to go the former route, but what do you guys think about it?
On another note, I will be releasing my little bugfixes sometime tonight when I get home from work or tomorrow morning, I don't want to delay patches for features.
Finally, on the knife having no draw animation, it's on purpose. I'm going to see about making custom draw and holster animations for all weapons eventually, but for now I'm just trying to get a solid, bug free, content complete release.
I'm so happy for everyone's enthusiasm, please bear with me as I address the issues, it will take time, but the wait will be worth it. If I missed you comments it's not on purpose, I just have to respond to alot
The reason I'm conflicted is that a high explosive incendiary grenade would shoot out flames, which one of the major points of the grenade launcher is crowd control. The explosion and grenade impact do a fair amount of damage, but most of the damage is by the flameballs that shoot out and spit out flames.
A frag grenade would be easier, and probably have a better balance, but it will never be as cool as that, and almost be a waste of a grenade.
Most likely I'm going to go the former route, but what do you guys think about it?
On another note, I will be releasing my little bugfixes sometime tonight when I get home from work or tomorrow morning, I don't want to delay patches for features.
Finally, on the knife having no draw animation, it's on purpose. I'm going to see about making custom draw and holster animations for all weapons eventually, but for now I'm just trying to get a solid, bug free, content complete release.
I'm so happy for everyone's enthusiasm, please bear with me as I address the issues, it will take time, but the wait will be worth it. If I missed you comments it's not on purpose, I just have to respond to alot
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Re: LethalDoom MK1 [release]
I meant that the double barrel shotgun looks too big or too close to the screen.
and for the explosion the dispersion of the fireballs follow a symmetrical pattern, wich doesn't look realistic, maybe if the flames spewed randomly it would look better.
and for the explosion the dispersion of the fireballs follow a symmetrical pattern, wich doesn't look realistic, maybe if the flames spewed randomly it would look better.
- Crudux Cruo
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Re: LethalDoom MK1.1 [release]
MK1.1 released! - see the changelog on the front page.
Thanks for clarifying. you're the second to say something, so maybe theres something to this.
The fireballs and flames are actually not 100% symmetrical, but their angle is. unfortunately, i wanted to ensure an even and somewhat predictable pattern, so i most likely will not change this, unless something changes.
Now to the pistol...
How can i make altfire change a weapon into another weapon? any pointers guys?
Thanks for clarifying. you're the second to say something, so maybe theres something to this.
The fireballs and flames are actually not 100% symmetrical, but their angle is. unfortunately, i wanted to ensure an even and somewhat predictable pattern, so i most likely will not change this, unless something changes.
Now to the pistol...
How can i make altfire change a weapon into another weapon? any pointers guys?
- wildweasel
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Re: LethalDoom MK1.1 [release]
A variant of this tutorial sniper rifle should do the trick. The principle is the same, you just won't need to mess with A_ZoomFactor.Crudux Cruo wrote:How can i make altfire change a weapon into another weapon? any pointers guys?
Re: LethalDoom MK1.1 [release]
I want to report bug sniper rifle zoom you cant turn off once zoomed in
- Captain J
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Re: LethalDoom MK1.1 [release]
You can't switch weapons or fire again until you press the weapon zoom key. This is kinda uncomfortable, i think.